@nolanstar: Go SwarmMultiFake is another placeholder mod I created so I could use multiplayer data. My goal is to get rid of it too. 20 is a very low file limit and I can't waste it with that mod.
I have no plans to create new zerg upgrades as long as I still have campaign upgrades to add.
@rickmary: Go That's great news! Hopefully I'll be able to move on with these structural changes so adding te new mod will be easier for you.
EDIT
New version was uploaded. The mod no longer needs the SwarmMultiFake dependency, and the one mod it needs (SC Expanded Protoss Assets) is now public so everybody can download it in order to use the mod.
The map Bel'Shir Vestige LE replaced Ohana LE on NA and was added to the EU pool.
there's now a siege tank upgrade (tank does not have it at default) and it overlaps widow mine.
I like the idea of the leech upgrade. also primal hydra speed is 5 with the upgrade and primal hydra and roach scale has to be lowered to match regular roach/hydra, or buffed for the increase size.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Please let me know the maps you upload. If you want to upload a map I removed from the pool I can send it ready to be uploaded.
CHANGES
Hellbat: Base damage lost bonus vs light, Infernal Pre-Igniters give it +12 vs light.
Primal Hydralisk: Speed upgrade fixed.
Siege Tank: siege mode research removed from Tech Lab.
And thank you all for the support, the mod is getting more popular, more balanced, and only because you guys play and report bugs/share your ideas.
could you PM me the instructions too please? locust upgrade is missing. do you know anything on ghostnova hybrid assets? played sc Universe and there's a lot of potential.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I suggest using GhostNova's Dark Archon model, tinting works only so well because it isnt visible at lower settings, and makes it harder to tell team color.
Yes, I use a tinted model for Dark Archon, it is something I wanted to change for a long time. Now with GhostNova's version I should go on and change it.
@nolanstar: Go I have already done that. I know some of them have jump animations, and I considered making a cliff jumper for primals.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
kinetic overload for tempest shows (does nothing, but might overlap with scout speed)
primal mutalisk needs an ability (needs health regenerate or a replacement)
dark protoss lacks news content, hybrid acts like an archon, I would like too see it act more like a long range fighter. the bio heal upgrade its a bit limited, its very slow and applies only to zealots (thigh and dark Templar), I would suggest increase to the rate to mutalisk or extends to stalkers. whats the reason dark scouts are not included?
I had already added a custom model for Dark Archon, but the low graphics model was set to archon and that's why it was blue. It will be fixed in the next update.
Apparently I broke more things when I got rid of the SwarmMultiFake mod, even thought the same data is sitll there. Void Rays as one example dont get their alignment ability among other things. Now I have to hunt these bugs and fix them.
@nolanstar: Go I changed them today so one variant is used for the base unit and the other for the upgraded unit. I wont touch walk animations because they already use the variations you can see there. I followed your suggestion and changed death animations for the Raptor, but I still have to compare the merc marine to these death models and see if they fit.
@FreezingAcidRain: Go Removed the upgrade (Bosonic Core was there too). I will add needed primal mutalisk changes to the list.
Well, dark protoss lacks content mainly because there isnt much to give them. Protoss in general lacks changes and that isnt really my fault, we don't have Legacy of the Void yet. I buffed the Hybrid Physiology upgrade so the healing rate is as fast as a standard zerg regeneration, but mutalisk regeneration would be too much. Why should I add Stalkers when they are not biological?
IMPORTANT EDIT
I added a new version of both assets mod and main mod to battlenet. Mainly so I can move to the new publishing system, because I wont need to care about different versions and filenames anymore. For you out there publishing SC Expanded maps, please use the new SC Expanded HotS main mod. It only requires SC Expanded Assets and these two have the exact same name and version in NA, EU and KR servers. Let me know when you change to these new files so I have an idea if there's anyone still using the old files.
I haven't updated my maps to these yet, but when I do I'm going to post here the game changes as usual.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@FreezingAcidRain: Go Ohhh more dependency bugs... will they all be gone one day?
UPDATE
Bel'Shir Vestige, Graystone Ravine, Neo Planet, Silent Dunes and Star Station are already updated to the new mod files. I'm inclined to replace the others so I can move to this new global publishing system for good.
The Bone Trench and Green Acres added to NA, EU and KR.
Discord IV and Arakan Citadel removed from NA.
LIST OF CHANGES
Dark Archon: Will no longer appear blue in low graphics.
Hybrid Adepts: Hybrid Physiology now upgrades life regeneration to match standard zerg regeneration.
Infestation Pit: Enduring Locusts research fixed.
Lurker: Attack range pre/post upgrade fixed.
Primal Zergling: Now changes model for speed upgrade; faster than zerglings off creep, slower on creep.
Void Ray: Weapons and alignment ability fixed.
Spectre cost too much gas, maybe change to 200/100 like ghost, decrease stun range from 1.5 to 1.125 and/or decrease stun duration from 4 to 3. Maybe decreased movement speed too, from 2.75 to 2.5. This should make spectres needing more micro and will compensate the little gas gap.
I finally got HoTS, so I will update my maps with some help from Soul when I get a chance.
@nolanstar: Go SwarmMultiFake is another placeholder mod I created so I could use multiplayer data. My goal is to get rid of it too. 20 is a very low file limit and I can't waste it with that mod.
I have no plans to create new zerg upgrades as long as I still have campaign upgrades to add.
@rickmary: Go That's great news! Hopefully I'll be able to move on with these structural changes so adding te new mod will be easier for you.
EDIT
New version was uploaded. The mod no longer needs the SwarmMultiFake dependency, and the one mod it needs (SC Expanded Protoss Assets) is now public so everybody can download it in order to use the mod.
The map Bel'Shir Vestige LE replaced Ohana LE on NA and was added to the EU pool.
Lurker range upgrade and stop ability fixed.
the leech for roach idea i got from hots development
might dominion get the hellstorm turret.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@SoulFilcher: Go
PM me the instructions and I will get some non-ladder maps uploaded.
@rickmary: Go
and me
ladder and other meele
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Since you guys want to publish new maps I decided to make another rushed update, with a few bug fixes and other changes.
@FreezingAcidRain: Go Thanks, I fixed those. But I haven't resized Hydra or Roach yet.
@nolanstar: Go I've been testing the Hellstorm Turret, but it doesnt have placement model, build animations or a death model. So I left it unfinished.
@rickmary: Go Sent.
Please let me know the maps you upload. If you want to upload a map I removed from the pool I can send it ready to be uploaded.
CHANGES
Hellbat: Base damage lost bonus vs light, Infernal Pre-Igniters give it +12 vs light.
Primal Hydralisk: Speed upgrade fixed.
Siege Tank: siege mode research removed from Tech Lab.
And thank you all for the support, the mod is getting more popular, more balanced, and only because you guys play and report bugs/share your ideas.
could you PM me the instructions too please? locust upgrade is missing. do you know anything on ghostnova hybrid assets? played sc Universe and there's a lot of potential.
@FreezingAcidRain: Go PM sent. Locust upgrade will be fixed in the next update.
GhostNova's hybrid assets are either created for SCU or his own project, none will be public, at least not in the near future.
I suggest looking at the animation sets for the primal units, I found something very interesting
namely the terrorzor, ravasaur, ultralisk and zerglings
also at one point the primal base defence was kerrigans broodling nest
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I suggest using GhostNova's Dark Archon model, tinting works only so well because it isnt visible at lower settings, and makes it harder to tell team color.
@FreezingAcidRain: Go Lurker range will be fixed in the next update.
Yes, I use a tinted model for Dark Archon, it is something I wanted to change for a long time. Now with GhostNova's version I should go on and change it.
@nolanstar: Go I have already done that. I know some of them have jump animations, and I considered making a cliff jumper for primals.
@rickmary: Go That's what I'm going to do.
you could use the variants and have the speed upgrades change the walk anims
also i suggest changing the raptor and war pig fire, acid, cut death anims to the xpr ones
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I had already added a custom model for Dark Archon, but the low graphics model was set to archon and that's why it was blue. It will be fixed in the next update.
Apparently I broke more things when I got rid of the SwarmMultiFake mod, even thought the same data is sitll there. Void Rays as one example dont get their alignment ability among other things. Now I have to hunt these bugs and fix them.
@nolanstar: Go I changed them today so one variant is used for the base unit and the other for the upgraded unit. I wont touch walk animations because they already use the variations you can see there. I followed your suggestion and changed death animations for the Raptor, but I still have to compare the merc marine to these death models and see if they fit.
@FreezingAcidRain: Go Removed the upgrade (Bosonic Core was there too). I will add needed primal mutalisk changes to the list.
Well, dark protoss lacks content mainly because there isnt much to give them. Protoss in general lacks changes and that isnt really my fault, we don't have Legacy of the Void yet. I buffed the Hybrid Physiology upgrade so the healing rate is as fast as a standard zerg regeneration, but mutalisk regeneration would be too much. Why should I add Stalkers when they are not biological?
IMPORTANT EDIT
I added a new version of both assets mod and main mod to battlenet. Mainly so I can move to the new publishing system, because I wont need to care about different versions and filenames anymore. For you out there publishing SC Expanded maps, please use the new SC Expanded HotS main mod. It only requires SC Expanded Assets and these two have the exact same name and version in NA, EU and KR servers. Let me know when you change to these new files so I have an idea if there's anyone still using the old files.
I haven't updated my maps to these yet, but when I do I'm going to post here the game changes as usual.
the only one that is slightly off is the eviscerate but it is less off then the normal marine...
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@nolanstar: Go Ok I'll check them.
@FreezingAcidRain: Go Ohhh more dependency bugs... will they all be gone one day?
UPDATE
Bel'Shir Vestige, Graystone Ravine, Neo Planet, Silent Dunes and Star Station are already updated to the new mod files. I'm inclined to replace the others so I can move to this new global publishing system for good.
The Bone Trench and Green Acres added to NA, EU and KR.
Discord IV and Arakan Citadel removed from NA.
LIST OF CHANGES
Dark Archon: Will no longer appear blue in low graphics.
Hybrid Adepts: Hybrid Physiology now upgrades life regeneration to match standard zerg regeneration.
Infestation Pit: Enduring Locusts research fixed.
Lurker: Attack range pre/post upgrade fixed.
Primal Zergling: Now changes model for speed upgrade; faster than zerglings off creep, slower on creep.
Void Ray: Weapons and alignment ability fixed.
Spectre cost too much gas, maybe change to 200/100 like ghost, decrease stun range from 1.5 to 1.125 and/or decrease stun duration from 4 to 3. Maybe decreased movement speed too, from 2.75 to 2.5. This should make spectres needing more micro and will compensate the little gas gap.